Grinding reality…
Rad Knight logo
2D Action-Platformer UE5 · Lumen GI Coming to Steam

Grind.
Slash.
Combo.

A medieval knight traded his horse for a skateboard. Chain kickflips into sword strikes. Grind through skeleton hordes. Fight a dragon at the summit. All without stepping off your board.

14Iterations
3Handcrafted Worlds
Combo Ceiling
Rad Knight — hero gameplay shot
TONY HAWK × HOLLOW KNIGHT NO DIRECT COMPETITORS REAL-TIME LUMEN GI BUILT FOR SCORE CHASERS SOLO DEV + STUDENT TEAM PLAYABLE DEMO @ COMICON TONY HAWK × HOLLOW KNIGHT NO DIRECT COMPETITORS REAL-TIME LUMEN GI BUILT FOR SCORE CHASERS SOLO DEV + STUDENT TEAM PLAYABLE DEMO @ COMICON
The Elevator Pitch

A knight. A board. A dragon.

Rad Knight is a 2D action-platformer where skateboarding is combat. You are a knight. You have a sword. You also have a skateboard. The kingdom didn't ask for this. The kingdom is getting it anyway.

Every trick fuels your combat power. Kickflip into a downward slash. Grind a rail through a skeleton horde. Build velocity off halfpipes and launch into aerial combos that would make both Tony Hawk and King Arthur uncomfortable. The line between trick and attack doesn't exist.

Skate tricks + Sword combat = Rad Knight
Core Loop

Tricks are combat.
Combat is tricks.

Momentum-driven physics mean you're never just fighting or skating. You're doing both, simultaneously, and the game scores you on how well you blur the line.

RAD KNIGHT — TRAILER · UE5 LUMEN
01

Trick Combat System

Chain skateboard tricks directly into sword attacks. Kickflip into a downward slash. Grind through a skeleton horde. Your board is your weapon.

02

Momentum-Driven Physics

Speed is everything. Build velocity off ramps, grinds, and slopes to hit harder, jump higher, and move faster. Lose your momentum and you lose your edge.

03

Score Attack, Reinvented

Every enemy, every trick, every combo feeds your score multiplier. Play to survive or play to style — the leaderboard remembers both.

04

2D Gameplay, Full 3D Worlds

Forest canopies, stone corridors, and wind-swept mountain peaks rendered in full 3D with real-time global illumination. Depth without losing precision.

THE BLADE DOESN'T STOP.

// 12-frame live sprite
Rad Knight attack frame 1 Rad Knight attack frame 2 Rad Knight attack frame 3 Rad Knight attack frame 4 Rad Knight attack frame 5 Rad Knight attack frame 6 Rad Knight attack frame 7 Rad Knight attack frame 8 Rad Knight attack frame 9 Rad Knight attack frame 10 Rad Knight attack frame 11 Rad Knight attack frame 12
KICKFLIP SLASH GRIND REPEAT
Three Realms

Each world demands different tricks.

Handcrafted environments built in UE5 with Lumen global illumination. Fallen logs become grind rails. Chandelier chains carry you across castle halls. The dragon waits at the summit.

The Forest — moonlit canopy with grind-ready fallen logs and bioluminescent mushroom enemies
World 01

The Forest

Fallen logs become grind rails. Mushroom enemies bounce you into the canopy. Learn the fundamentals, or get humbled by a fungus.

DIFFICULTY 02MUSHROOM · BAT
The Castle — gothic stone corridors with torchlight and chandelier grinds
World 02

The Castle

Stone corridors, skeleton guards, and vertical shafts. Tight spaces demand tight combos. Precision skating through medieval architecture.

DIFFICULTY 04SKELETON · HARPY
The Mountain Top — wind-swept peaks and cloud-level ledges leading to the dragon arena
World 03

The Mountain Top

Wind, altitude, and harpies. The final push demands everything you've learned. The dragon waits at the summit.

DIFFICULTY 07OWL · DRAGON
The Bestiary

Things that want you dead.

Each enemy demands a different trick-combat approach. Stand still, and you die. Keep moving, and you style on them.

Ground Skeleton

#01

Patrols and attack combos. Classic medieval fodder. Grind-through tactics turn them into score.

MELEECASTLEGRIND-FOOD

Mushroom

#02

Bouncy ground enemy. Use them as launch pads or slice through them mid-trick for extended air combos.

BOUNCEFORESTPAD

Harpy

#03

Flying nuisance with ranged projectiles and dive attacks. Keep your aerial game sharp and your air tricks clean.

AERIALRANGEDDIVER

Bat Swarm

#04

Castle ceilings belong to them. Grind-launch into the swarm and sword-sweep through five at a time.

SWARMCASTLESWEEP

Owl Turret

#05

Stationary tracker. Locks on and fires lasers when you enter range. Grind past fast — or don't.

TURRETMOUNTAINLASER

??? DRAGON

BOSS

Fire-breathing, dive-bombing, arena-sweeping. The summit's sovereign. Classified.

FINALFIRE??
Boss Encounter

HERE BE
A DRAGON.

A dragon doesn't care about your kickflip. Make it care.

The final boss fights on a treadmill-style arena — random ramps, rails, and debris keep you moving. Grind its tail as it sweeps across the stage. Kickflip over its fire breath. Launch off a ramp and hit it mid-air with a sword you swear wasn't this heavy an hour ago.

6Attack Phases
1Arena Treadmill
Rail Generators
0Kickflip Respect
Dragon boss breathing fire in the summit arena — frame 1 Dragon boss — frame 2 Dragon boss — frame 3 Dragon boss — frame 4 Dragon boss — frame 5 Dragon boss — frame 6 Dragon boss — frame 7 Dragon boss — frame 8 Dragon boss — frame 9 Dragon boss — frame 10 Dragon boss — frame 11 Dragon boss — frame 12
SUMMIT WYRM76%
Under the Hood

Built on Unreal Engine 5.6.

2D gameplay running inside fully 3D environments with real-time global illumination. Visually distinct from the pixel-art indie crowd.

Unreal Engine 5.6

Lumen GI · Nanite

Blender

3D modeling · Bakes

Substance Painter

PBR materials

Toon Boom

2D character anim

14 Iterations

Battle-tested build

Playable Demo

Showcased at Comicon

Market Context

The opportunity.

The indie action-platformer market is enormous. The skateboarding-action niche has almost no serious competitors. Rad Knight sits in the crossfire.

$500M+Indie Platformer Market
5MDead Cells Units Sold
3MHollow Knight Units Sold
0Direct Competitors
The Team

Students. Zero budget. Pure conviction.

A multidisciplinary team of students guided by faculty advisors. Fourteen development iterations. One playable demo. One very stubborn vision.

D

Damien McCarthy

Lead Programmer · Designer

Movement, combat, AI, tools. Core mechanics and system architecture. All code, story, and documentation. The reason this exists.

M

Marcin Zapedowski

3D Environments · Level Design

Level design, 3D modeling and texturing. Backgrounds, foregrounds, VFX, materials, post-processing. The reason it looks like this.

A

Animation Team

2D Art · Character Animation

Renyi, Alice, Aaron, Joui, Ben, Aedammair, Dylan, Jessica. Character design, enemy animation, frame-by-frame everything.

F

Faculty Advisors

Mentors · QA

Guidance, playtesting, and the occasional reality check. Keeping the scope honest and the team on rails.

Rad Knight — call-to-action shot Join the Crusade

WISHLIST
RAD KNIGHT

Be the first to grind into the Steam launch. Wishlist now, spread the word, and help us prove that medieval knights should have been skateboarding this whole time.